Converting brushes to models with XSI: Difference between revisions
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{{lang|Converting brushes to models with XSI}} | |||
[[Category:Level Design]] | [[Category:Level Design]] | ||
[[Category:Tutorials]] | [[Category:Tutorials]] | ||
[[Category: | [[Category:XSI]] | ||
This tutorial | Not all geometry is suitable for [[brush]]es. Anything that needs to be repeated over and over, be lit dynamically or be highly detailed is generally better off as a [[model]]. This tutorial will guide you through the process of exporting a brush from [[Hammer]] into the [[XSI Mod Tool]] and then out again to a compiled model ready for use as a prop. | ||
*1 unit in Hammer = 1 unit in XSI | *1 unit in Hammer = 1 unit in XSI | ||
*You'll have to set Texture UV in XSI again, so don't spend much time tuning texture in hammer. | *You'll have to set Texture UV in XSI again, so don't spend much time tuning texture in hammer. | ||
==Hammer== | == Exporting from Hammer == | ||
With the geometry you want to convert selected, press {{key|Ctrl+R}} or click the "Create Prefab" button (in the [[:Image:Hammer newprefab.png|New Object toolbox]]). It doesn't matter which tool you have active. | |||
[[Image: | |||
Save the file somewhere accessible. | |||
== Importing to XSI == | |||
In XSI, click {{key|Main menu > ValveSource > VMF Tools > Import VMF}} and select the prefab file you just saved from Hammer. Ignore the Texture Path option. | |||
:{{note|You must also do the following in order for the model to work correctly.}} | |||
**Go to visibility options(click eye icon in each view), select the '''Visibility options''' button, then in its pop up window, select the '''Visual Cues''' Tab, then set U/V Cell/Snap Size to 16 or 32 in Floor/Grid Setup, then click '''Copy to Translate Snap Increment'''. | |||
**Go to visibility options(click eye icon in each view), | |||
[[ | [[File:Xsibrush05.jpg|visibility options]] | ||
[[ | [[File:Xsibrush06.jpg|Change Grid setup, click Copy to Translate Snap Increment]] | ||
[[ | [[File:Xsibrush07.jpg|Now grid displayed]] | ||
:*In the Snap panel, click ON and grid icons. | :*In the Snap panel, click ON and grid icons. | ||
[[ | [[File:Xsibrush09.jpg|Enable Snapping]] | ||
*Now XSI works like Hammer's ''Snap to Grid''. | *Now XSI works like Hammer's ''Snap to Grid''. | ||
*Move loaded mesh to the world origin. The world origin in XSI will be the pivot point in Hammer. See [[Animators Guide to Scripted Sequences]] for details. | *Move loaded mesh to the world origin. The world origin in XSI will be the pivot point in Hammer. See [[Animators Guide to Scripted Sequences]] for details. | ||
[[ | [[File:Xsibrush10.JPG|Move the brush so that the World Origin to be centered on the ground]] | ||
[[ | [[File:Xsibrush11.JPG|Moved correctly]] | ||
*Select the mesh, then click cut button in the Constrain panel. This will free the mesh from MapRoot which has rotations. | *Select the mesh, then click cut button in the Constrain panel. This will free the mesh from MapRoot which has rotations. | ||
[[ | [[File:Xsibrush12.jpg|Explorer:Mesh is under the MapRoot. Mesh is selected.]] | ||
[[ | [[File:Xsibrush13.jpg|Cut Hierarchical Link]] | ||
[[ | [[File:Xsibrush14.jpg|Mesh is now free from the MapRoot]] | ||
*Delete MapRoot. | *Delete MapRoot. | ||
[[ | [[File:Xsibrush15.jpg|Select MapRoot and delete]] | ||
[[ | [[File:Xsibrush16.jpg|MapRoot deleted]] | ||
*Select the mesh, do Freeze and Freeze All Transformation. | *Select the mesh, do Freeze and Freeze All Transformation. | ||
[[ | [[File:Xsibrush18.jpg|Freeze]] | ||
[[ | [[File:Xsibrush17.jpg|Freeze All Transformation]] | ||
*Now you can edit it as you like, give it more detail, etc. Don't forget to texture it, for SMD exporter only export mesh with material and UV informations. | *Now you can edit it as you like, give it more detail, etc. Don't forget to texture it, for SMD exporter only export mesh with material and UV informations. | ||
[[ | [[File:Xsibrush26.jpg|Textured and beveling added]] | ||
*If you are happy with your mesh, Freeze and Freeze All Transformation again, then click ValveSource>Export SMD, and export as a reference SMD. | *If you are happy with your mesh, Freeze and Freeze All Transformation again, then click ValveSource>Export SMD, and export as a reference SMD. | ||
[[ | [[File:Xsibrush27.JPG|Export SMD]] | ||
==Compile== | ==Compile== | ||
*Now compile the model and textures. Here | *Now compile the model and textures. Here Cannonfodder's StudioCompiler was used for compiling prop_static model and texture. | ||
[[ | [[File:Xsibrush28.JPG|Compiling Model]] | ||
[[ | [[File:Xsibrush29.JPG|Compiling Texture]] | ||
*Preview the compiled model in HLMV | *Preview the compiled model in HLMV | ||
[[ | [[File:Xsibrush30.jpg|HLMV.exe preview]] | ||
==Hammer again== | ==Hammer again== | ||
*Place it as prop_static in hammer. | *Place it as prop_static in hammer. | ||
[[ | [[File:Xsibrush31.jpg|placing a prop_static]] | ||
*Set the World Model in entity properties. | *Set the World Model in entity properties. | ||
[[ | [[File:Xsibrush32.jpg|Select the model]] | ||
*Now place the model as you like. | *Now place the model as you like. | ||
[[ | [[File:Xsibrush33.jpg|seems float]] | ||
[[ | [[File:Xsibrush34.jpg|moved to ground]] |
Latest revision as of 00:10, 7 January 2024
Not all geometry is suitable for brushes. Anything that needs to be repeated over and over, be lit dynamically or be highly detailed is generally better off as a model. This tutorial will guide you through the process of exporting a brush from Hammer into the XSI Mod Tool and then out again to a compiled model ready for use as a prop.
- 1 unit in Hammer = 1 unit in XSI
- You'll have to set Texture UV in XSI again, so don't spend much time tuning texture in hammer.
Exporting from Hammer
With the geometry you want to convert selected, press Ctrl+R or click the "Create Prefab" button (in the New Object toolbox). It doesn't matter which tool you have active.
Save the file somewhere accessible.
Importing to XSI
In XSI, click ValveSource > VMF Tools > Import VMF">Main menu > ValveSource > VMF Tools > Import VMF and select the prefab file you just saved from Hammer. Ignore the Texture Path option.
Note:You must also do the following in order for the model to work correctly.
- Go to visibility options(click eye icon in each view), select the Visibility options button, then in its pop up window, select the Visual Cues Tab, then set U/V Cell/Snap Size to 16 or 32 in Floor/Grid Setup, then click Copy to Translate Snap Increment.
- In the Snap panel, click ON and grid icons.
- Now XSI works like Hammer's Snap to Grid.
- Move loaded mesh to the world origin. The world origin in XSI will be the pivot point in Hammer. See Animators Guide to Scripted Sequences for details.
- Select the mesh, then click cut button in the Constrain panel. This will free the mesh from MapRoot which has rotations.
- Delete MapRoot.
- Select the mesh, do Freeze and Freeze All Transformation.
- Now you can edit it as you like, give it more detail, etc. Don't forget to texture it, for SMD exporter only export mesh with material and UV informations.
- If you are happy with your mesh, Freeze and Freeze All Transformation again, then click ValveSource>Export SMD, and export as a reference SMD.
Compile
- Now compile the model and textures. Here Cannonfodder's StudioCompiler was used for compiling prop_static model and texture.
- Preview the compiled model in HLMV
Hammer again
- Place it as prop_static in hammer.
- Set the World Model in entity properties.
- Now place the model as you like.